Anyone have any good advice for how to deal with this? I'm tired of having to read every spell for every class and attempt to memorize what they do, then educate my players on how that works and shut down the game in the process while I look the spell up, tell them how it works and make sure they use it properly. I've got enough on my plate as DM that I shouldn't have to run my player's characters as well.
I miss the clarity of 4th Edition. Every spell, every class's trick, was written in a concise and consistent format. There were the occasional confusions, but any player could play any class. 5th Edition is sometimes written in long fluff-filled paragraphs of Gygaxian prose which need to be carefully filtered and parsed to find the actual rules.
For my own campaign, I have decided to start rewriting our witch's spells into 4E Power format for the casual player in my game.
We could have had the best of both worlds if they gave us adequate stat blocks for spells in 5e as a quick-reference tool. But that doesn't sell additional merch, like spell cards.
Anyway, all the advice so far is essentially what has been going through my head, we'll see how he rolls next week and see if it is a continued problem. Beyond that, I do kinda like the idea of "if the player doesn't know, the DM makes it up as he pleases" as an answer.
Emphasis mine. THIS. Just soooo much THIS. I spend, on average, 8 hours a week prepping, creating new content, adjusting existing content, filling in gaps I've realized I've missed and attempting to predict the direction the party is going to head and refreshing myself on what the party should expect to encounter tonight. I work 40 hours a week. That's an entire unpaid workday worth of time, EVERY WEEK prepping the game. (I don't find this unreasonable), so the least they can do is be familiar with their one character.I'll give a pass to new players and players of new characters in a game but, otherwise, I require players understand how their spells, feats and powers work. If I'm going to spend time prepping a game, they can spend a bit of time familiarizing themselves with their character. Write down the essentials and be prepared to look up the esoteric tidbits (preferably ahead of time). Heck, 5E makes it a lot simpler than 3.X...
My sentiments exactly, this is why I like Fighters, Barbarians, Rogues, even Open Palm Monks and heck, spell-to-smite Paladins. It's real simple, it's real straight forward and it's really quick to play, I like that.I was playing a high-level wizard in Pathfinder but I switched to a rogue (a ROGUE!) because I got tired of flipping through my 30 page "spellbook" to resolve everything quick enough for my satisfaction (and I was the 'fastest' player in that tedious slogfest).
I make them read the spell to me.
Tier 1 players? You gotta be kidding me. D&D isn't a competitive sport...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.